Clerics
#1
Posted 28 November 2011 - 10:10 PM
Or can you tell me what im doing wrong.
and if you can give me any advise on how to make me better.
thanks
#2
Posted 28 November 2011 - 10:14 PM
Edited by Phish, 28 November 2011 - 10:14 PM.
#3
Posted 28 November 2011 - 10:25 PM
ive tryed diff combos and sets and none seem to work
#4
Posted 30 November 2011 - 04:04 AM
#5
Posted 30 November 2011 - 05:27 AM
Agreed.There is no 'magic number' or ultimate build that you have to use to get there. You shouldn't only focus on one particular stat but try to find a good balance, don't forget about mspeed either.
There is indeed no magical number or build that lets you do everything.
As for what gears, it depends on how you play.ok what should i wear as gear for my war support
ive tryed diff combos and sets and none seem to work
Do you prefer to sit there and tank whilst healing allies or perhaps you prefer running around and healing.
Once you have chosen your main gear, your stats are then taken into account to balance out your gears.
Of course there is no fixed gear, for example in union wars, I constantly switch between three sets of gears to adapt to the situation.
#6
Posted 30 November 2011 - 05:44 AM
Don´t forget that your team will defend you and you´re most likely standing near your mana and hp flame at al time. If you look at gears you only take gears with INT.
Im a Full Support cleric and so I don´t ever attack the enemy, defence comes second, your team needs to cover your behind
#7
Posted 30 November 2011 - 06:05 AM
Don´t forget that your team will defend you and you´re most likely standing near your mana and hp flame at al time. If you look at gears you only take gears with INT.
Im a Full Support cleric and so I don´t ever attack the enemy, defence comes second, your team needs to cover your behind
Personally I'd disagree.
Because in war situations, a cleric's main priority is to survive, then your INT, heals etc comes at a close second or even third.
True that INT will help out your party a lot in terms of your healing and buffs, but through my experience, they always target the cleric first.
So once the cleric is down, rest is much easier.
#8
Posted 30 November 2011 - 06:21 AM
Personally I'd disagree.
Because in war situations, a cleric's main priority is to survive, then your INT, heals etc comes at a close second or even third.
True that INT will help out your party a lot in terms of your healing and buffs, but through my experience, they always target the cleric first.
So once the cleric is down, rest is much easier.
I agree, the strategy in most battles would be: "kill cleric first", when a cleric gets HIT he/she needs to heal him/herself fast enough to survive. Your team needs to kill the attackers as fast as possible to take out the threat. I think you can get more benefits from maxing INT, therefore having a stronger team, than focusing on your own survival. Again, a good team should protect their clerics at all costs.
I think this is a good point to discuss and im very curious about others opinions!
#9
Posted 30 November 2011 - 06:32 AM
I agree, the strategy in most battles would be: "kill cleric first", when a cleric gets HIT he/she needs to heal him/herself fast enough to survive. Your team needs to kill the attackers as fast as possible to take out the threat. I think you can get more benefits from maxing INT, therefore having a stronger team, than focusing on your own survival. Again, a good team should protect their clerics at all costs.
I think this is a good point to discuss and im very curious about others opinions!
I personally use 333 INT on mine.
True the heals aren't as good, but the buffs aren't too bad since they base % is fixed, probably up to a maximum of 70 difference in stats or so.
Plus a majority do use buff pots, but not all, some can get away with it.
But this is based on my experience where you're usually ganged upon. (it's war after all)
Alternatively you can party another cleric where you both compliment each other in terms of survivability and buffs.
#10
Posted 30 November 2011 - 08:06 AM
#11
Posted 30 November 2011 - 09:44 AM
try playing the losing side... where there is no team... so whos gonna protect the cleric?
Why, yourself of course.
Movement speed, a few pots etc.
Then again, why would a lone cleric run into an extremely enemy infested area?
A cleric's killing potential is extremely limited anyway.
#12
Posted 30 November 2011 - 10:32 AM
#13
Posted 30 November 2011 - 04:35 PM
#14
Posted 30 November 2011 - 04:45 PM
More defense
More HP
More Mspeed
Less dodge, but then again other people have less accuracy too.
#15
Posted 30 November 2011 - 04:47 PM
#16
Posted 01 December 2011 - 11:56 AM
Oerba how do you have enough def or dodge to tank.
#17
Posted 01 December 2011 - 12:31 PM
#18
Posted 01 December 2011 - 02:29 PM
The right combination of mspd and defense and you're good to go. Heal and run is what you're going to do in war situations.
#19
Posted 01 December 2011 - 05:59 PM
#20
Posted 01 December 2011 - 07:16 PM
#21
Posted 01 December 2011 - 07:32 PM
its the crit that hurts... dodge rate is useless when you fight against a crit type~
If anything dodge is better vs someone who uses melee/crit than someone who spams skills entirely because (most) skills are reliable.
#22
Posted 05 December 2011 - 09:11 AM
so all clerics can rlly do in a war is run around and heal they cant stay in one spot for very long.
#23
Posted 05 December 2011 - 09:36 AM
So are you sayig that def is better because most ppl will spam skills to kill you?
so all clerics can rlly do in a war is run around and heal they cant stay in one spot for very long.
1 word: teamplay
#24
Posted 05 December 2011 - 12:22 PM
So are you sayig that def is better because most ppl will spam skills to kill you?
so all clerics can rlly do in a war is run around and heal they cant stay in one spot for very long.
Neither is 'better' you should try to incorporate both.
#25
Posted 26 February 2012 - 03:51 PM
Edited by gagagag, 26 February 2012 - 04:09 PM.
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